public class ProductWeapon : ProductEquippableWeapon
{
	public float fireRate;

	public float mobility;

	public float ammo;

	public ShotType shotType;

	public int bulletsPerShot;

	public override float Damage
	{
		get
		{
			return damage;
		}
	}

	public ProductWeapon(string id_G, MoneyType priceIng_G, int price_G, bool availableForBuy_G, float sortWeight_G, string texture_G, string nameForFlurry_G, bool isTemporary_G, int tier_G, bool bestPrice_G, bool newProduct_G, string nextProductId_G, string prevProductId_G, string categoryName_G, string subCategoryName_G, RareType rare_G, float damage_G, float fakeDamage_G, DamageType damageType_G, float fireRate_G, float mobility_G, float ammo_G, ShotType shotType_G, int bulletsPerShot_G)
		: base(id_G, priceIng_G, price_G, availableForBuy_G, sortWeight_G, texture_G, nameForFlurry_G, isTemporary_G, tier_G, bestPrice_G, newProduct_G, nextProductId_G, prevProductId_G, categoryName_G, subCategoryName_G, rare_G, damage_G, fakeDamage_G, damageType_G)
	{
		fireRate = fireRate_G;
		mobility = mobility_G;
		ammo = ammo_G;
		shotType = shotType_G;
		bulletsPerShot = bulletsPerShot_G;
	}
}
